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Returning 35 results for 'container reach guards to have repeat'.
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Spells
Player’s Handbook
area:
Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
Magic Mouth in two locations
Stinking Cloud in two locations (the vapors
, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.
The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards
Monsters
Monster Manual
: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
Monsters
Monster Manual
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"}, reach 5 feet. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType
control on objects with this ray, such as manipulating a tool or opening a door or container.
Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is a Construct or an Undead
Equipment
randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Monsters
Ghosts of Saltmarsh
Water Breathing. The eel can breathe only underwater.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2
);{"diceNotation":"2d10+2","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Snaking predators lurking in the dark waters of the ocean, these kelp-colored beasts serve as guards and mounts for the locathah (including those found in Danger at Dunwater).
Monsters
Waterdeep: Dungeon of the Mad Mage
success, the zombie drops to 1 hit point instead.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 14 (4d6
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be
Monsters
Waterdeep: Dragon Heist
":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. The noble adds 2 to its AC
, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.
Monsters
Tales from the Yawning Portal
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft
saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fear Ray. The targeted creature must succeed
Monsters
Waterdeep: Dragon Heist
Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage
in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.
Monsters
Tales from the Yawning Portal
;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Paralyzing Touch"} to hit, reach 5 ft., one creature. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Paralyzing Touch
","rollDamageType":"cold"} cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns
Spells
Xanathar's Guide to Everything
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the
target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The archer makes two Shortsword or Longbow attacks.
Shortsword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Shortsword"} to hit, reach 5 ft
":"piercing"} piercing damage.Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards.
Some
Monsters
Waterdeep: Dragon Heist
Viper makes three attacks with her rapier.
Rapier. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
of her station.
In her younger days, Esvele openly rebelled, but that behavior led to locked doors at night and house guards watching her every move during the day. So she taught herself how to pick
Monsters
Storm King's Thunder
","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. The noble
upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.
Monsters
Spelljammer: Adventures in Space
Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Pseudopod"} to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Pseudopod
","rollDamageType":"bludgeoning"} bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120
Monsters
Ghosts of Saltmarsh
Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Greataxe"} to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4);{"diceNotation":"2d12+4","rollType":"damage","rollAction":"Greataxe
","rollDamageType":"slashing"} slashing damage.
Gore. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Gore"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4
Monsters
Icewind Dale: Rime of the Frostmaiden
Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Greatsword"} to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Greatsword
guards.
Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods.
Though magen look like humanoids with green skin, they
Monsters
Baldur’s Gate: Descent into Avernus
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage","rollAction":"Dagger
business, the rise of organized crews and vigilantes is interfering with Guild operations. After a carefully coordinated attack on a patriar’s estate fell to pieces when a vigilante clumsily alerted the estate guards, Keene declared open season on do-gooders of all stripes.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Claw"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage. If the attack roll has advantage
summon these creatures to serve as guards and assassins, two roles at which they excel.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes
Monsters
Storm King's Thunder
Dwarven Resilience. Augrek has advantage on saving throws against poison.Warhammer. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Warhammer"} to hit, reach 5 ft
. Augrek carries ten crossbow bolts.
Roleplaying Information
Sheriff’s deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart.
Ideal
Monsters
Quests from the Infinite Staircase
", "rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage plus 10 (3d6
":"Heretic"} to hit, reach 5 ft. one target. Hit: 40 (6d10 + 7);{"diceNotation":"6d10+7", "rollType":"damage", "rollAction":"Heretic", "rollDamageType":"slashing"} slashing damage, and the target must succeed
Monsters
Thieves’ Gallery
", "rollAction":"Shaped Claw"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Shaped Claw", "rollDamageType":"slashing"} slashing damage
child, and she guards her adoptive community with nature’s ferocity. The Circle of the Moon has taught her to heed her primal instincts, which rarely lead her astray. She can be brusque, but
Monsters
Tomb of Annihilation
).Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. and
","rollType":"to hit","rollAction":"Shield Bash"} to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4);{"diceNotation":"2d4+4","rollType":"damage","rollAction":"Shield Bash","rollDamageType":"bludgeoning
Monsters
Eberron: Rising from the Last War
stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eye Thief. Belashyrra can see through the eyes of all creatures within 120 feet of
;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7);{"diceNotation":"3d6+7","rollType":"damage","rollAction":"Claw","rollDamageType
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
":"Parasitic Tentacle"} to hit, reach 10 ft., one creature. Hit: 25 (6d6 + 4);{"diceNotation":"6d6+4","rollType":"damage","rollAction":"Parasitic Tentacle","rollDamageType":"piercing"} piercing damage plus
be poisoned. The poisoned target can repeat the save at the end of each of its turns, ending the effect on itself on a success. The third time the target fails the save, the target dies and dissolves
Monsters
Bigby Presents: Glory of the Giants
Multiattack. The goose makes one Beak attack and two Wing attacks.
Beak. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Beak"} to hit, reach 10 ft., one target
", "rollType":"to hit", "rollAction":"Wing"} to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2);{"diceNotation":"1d10+2", "rollType":"damage", "rollAction":"Wing", "rollDamageType":"bludgeoning"} bludgeoning
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Shortsword"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Shortsword", "rollDamageType":"piercing"} piercing damage, or 11 (2d6 + 4
;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Javelin
Monsters
Mordenkainen Presents: Monsters of the Multiverse
wood woad makes two Club attacks.
Club. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Club"} to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4);{"diceNotation
living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"to hit","rollAction":"Stab"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Stab","rollDamageType":"piercing"} piercing damage.Kruthiks
attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.
In addition to having an acute sense of smell, kruthiks can see in
Monsters
Mythic Odysseys of Theros
","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing
tirelessness, which makes them exceptional guards. In the necropoleis, this sees many Returned employed as sentries, though they might also be messengers or laborers. If threatened, groups of these Returned
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Stab"} to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Stab
series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The girallon makes one Bite attack and four Claw attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
":"to hit","rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.A girallon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, reach 5 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Chilling Grasp", "rollDamageType":"cold"} cold damage, and the alhoon regains 14 hit points.
Arcane
", "rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The
Spells
Tasha’s Cauldron of Everything
).
Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each
creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Grolantor. When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the space the
in any combination and one Grasping Root attack.
Slam. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one target. Hit: 33 (4d12